NPC
Shulassa Deepcurrent
Shulassa Deepcurrent
Character Summary
CR 1/2; XP 200
Race/Class Locathah Shaman (Deep Shaman) 1
Alignment N; Deity/Power ancestral sea spirits, old tide-voices
Init +1; Senses darkvision 60 ft.; Perception +7
Aura calm, briny, pressure-heavy; faint scent of kelp and volcanic stone
Role in the Adventure
Shulassa is the party’s locathah mystic contact for the Black Glass Peak and Citadel Allatro arc. She does not join land expeditions, but she becomes essential when the heroes investigate sea-stack carvings, underwater ruins, obsidian thefts, and the lost locathah map through the Razored Labyrinth.
Defense
AC 15, touch 11, flat-footed 14 (+4 hide, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +5
Defensive Notes prefers cover, fog, water, and distance; avoids front-line melee
Offense
Speed 20 ft., swim 40 ft.
Melee coral spear +0 (1d8)
Ranged sling +1 (1d4)
Special wave strike 4/day, spirit magic, spirit animal
Wave Strike melee touch +0; 1d6 nonlethal and push 5 ft.; underwater this becomes lethal bludgeoning damage.
Statistics
Str 10, Dex 12, Con 14, Int 12, Wis 17, Cha 13
Base Atk +0; CMB +0; CMD 11
Feat Combat Casting
Traits Sea-Singer Initiate, Ruin Listener
Languages Aquan, Common, Undercommon
Skills
Heal +7, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception +7, Sense Motive +7, Spellcraft +5, Survival +7, Swim +12
Deep Shaman adds Swim as a class skill.
Deep Shaman Class Notes
Required Spirit Shulassa must choose the Waves spirit.
Required Spirit Animal Her spirit animal must have the aquatic subtype. It gains amphibious instead of the normal Waves spirit animal water-breathing benefit.
No 1st-Level Hex Shamans normally gain their first hex at 2nd level. Shulassa’s aquatic hex options matter starting at 2nd level.
Spirit Animal: Mirefin
Blue-ringed octopus spirit animal; Tiny magical beast/familiar-like spirit animal, aquatic, amphibious
Init +3; Senses low-light vision, scent; Perception +5
AC 17, touch 15, flat-footed 14; hp 5; Fort +2, Ref +5, Will +3
Speed 5 ft., swim 30 ft.; Melee bite +5 (1d2–4 plus poison, GM adjudication)
Special empathic link, share spells, amphibious, Mobility bonus feat from Waves spirit
Use scout, omen-bearer, spell-preparation conduit, vibration-sensing guide near sea-stack carvings
How to Play Shulassa
Personality & Story Hooks
Shulassa is patient, grave, and difficult to impress. She believes the sea remembers every wound inflicted upon it, and she treats obsidian theft from Black Glass Peak as both ecological violation and spiritual desecration. She accompanies the party to Citadel Allatro, helps them follow clues to the locathah sea-stack map, and later guides underwater portions of the Razored Labyrinth once the heroes recover the lost map and obtain submersible vessels from Vladmirr.
Shulassa Deepcurrent — Spells & Progression
Spellcasting Snapshot
Class Shaman 1; Caster Level 1st; Concentration +5 (+9 defensively with Combat Casting)
Save DC 13 + spell level; Spirit Waves; Spirit Magic Slot hydraulic push
Prepared Spells 0-level spells at will; 1st-level spells prepared normally, plus one spirit magic slot.
0-Level Spells
Create Water
Utility spell for drinking water, ritual washing, cooling hot stone, and marking dry surfaces in ruins.
Detect Magic
Primary investigation tool for obsidian fragments, sea-stack carvings, submerged relics, and pirate salvage.
Guidance
Use before Swim, Knowledge, Perception, Disable Device assistance, or tense diplomacy with locathahs.
Stabilize
Emergency lifesaver for drowning victims, wounded divers, or party members bleeding in the surf.
1st-Level Spells Prepared
Cure Light Wounds
Reliable emergency healing. Shulassa generally saves this for PCs or locathah defenders in immediate danger.
Obscuring Mist
Escape, concealment, anti-archer protection, and mood. Strongest near docks, sea caves, and Black Glass Peak surf.
Hydraulic Push — Spirit Magic
Waves spirit spell. Push enemies off ledges, away from divers, into hazardous currents, or out of defensive positions.
Deep Shaman Tactical Notes
| Situation | Best Action |
|---|---|
| Land or dock fight | Use guidance before key checks, obscuring mist to break ranged attacks, and cure light wounds only when someone is in danger of dropping. |
| Underwater fight | Use wave strike as a lethal push tool. Place enemies into currents, away from wounded allies, or against hazards. |
| Investigation | Detect magic on obsidian, carved sea-stack symbols, pirate gear, and relic fragments. Use Mirefin to scout submerged cracks. |
| Social scene | Let her provide locathah legitimacy, but keep negotiations in the party’s hands. |
Recommended Advancement Through 14th Level
| Level | Feat / Hex / Class Focus | Spell Priorities |
|---|---|---|
| 2 | Hex: Beckoning Chill or Buoyancy Control. Pick Beckoning Chill for combat, Buoyancy for expedition support. | Keep cure, mist, protection utility. |
| 3 | Feat: Selective Channel-style control is unavailable; take Improved Initiative or Extra Hex if allowed. | 2nd: lesser restoration, resist energy, silence, communal protection options. |
| 4 | Hex: Buoyancy Control if not already taken, otherwise Crashing Waves. | Use slipstream from Waves spirit for water travel and chase scenes. |
| 5 | Feat: Extra Hex, Spell Focus, or Craft Wondrous Item for campaign utility. | 3rd: water breathing, remove disease, dispel magic, protection from energy. |
| 6 | Wandering Spirit becomes a major tool. Good daily choices: Life for healing, Lore for investigation, Battle for war scenes. | Prepare travel, restoration, and anti-curse magic as the plot expands. |
| 7 | Feat: Leadership only if the campaign wants a locathah following; otherwise Extra Hex or Improved Familiar if compatible. | 4th: freedom of movement, divination, restoration, control water; Waves adds wall of ice. |
| 8 | Hex: Deep Heart becomes highly thematic: water breathing, swim speed, and pressure resilience improvements. | Start preparing for deep pressure, darkness, and long-duration exploration. |
| 9 | Feat: Quicken Spell-Like Ability if GM allows for wave strike later, or Spell Penetration for Darklands threats. | 5th: breath of life, true seeing, commune, geyser from Waves spirit. |
| 10 | Hex: choose a support/control hex based on party needs. Wandering hexes become daily problem-solvers. | Prepare divinations and emergency recovery before Darklands descents. |
| 11 | Deep Shaman aquatic spirit improvement: underwater weapons she holds gain the campaign-defining impact-style force theme. | 6th: heal, find the path, greater dispel magic, fluid form from Waves spirit. |
| 12 | Hex: strengthen exploration package or pick a stronger combat debuff from wandering options. | Use long-duration magic to support submersible travel and underwater camps. |
| 13 | Feat: Greater Spell Penetration, Improved Initiative, or metamagic such as Extend Spell. | 7th: greater restoration, resurrection, scrying/transport support, vortex from Waves spirit. |
| 14 | Campaign role: senior tide-oracle, anti-Spawn guide, pressure-depth survivor, and interpreter of ancient locathah map rites. | Prepare for abyssal environments, Spawn corruption, tunnel collapse, and mass rescue. |
Mythic / Prestige Notes
Recommended route: keep Shulassa single-classed as Deep Shaman through 14th level. Her value comes from Waves spirit scaling, underwater adaptation, spirit magic, wandering spirit flexibility, and campaign-specific map lore.
If mythic is used: Hierophant is the cleanest mythic path. Prioritize mythic abilities that improve healing, divination, survivability, water control, and the ability to keep allies alive during deep-pressure expeditions.
Suggested mythic feats/abilities: Mythic Spell Penetration, Mythic Improved Initiative, Inspired Spell, Divine Surge, Faith’s Reach, and abilities that extend buffs or protect allies in hostile terrain.
Shulassa Deepcurrent
Recommended Spell Progression, Levels 1–14 · Locathah Deep Shaman · Waves Spirit · Aquatic Spirit Animal
Spell Strategy
Primary Role
Shulassa is not a damage caster first. She is a deep-water expedition shaman: she keeps allies alive under pressure, makes underwater travel possible, controls enemy movement, and interprets the dangerous magic of the Razored Labyrinth.
Signature Aquatic Spells
stabilize pressure, neutral buoyancy, lead anchor, pressure adaptation, life current, and wave form become her campaign-defining tools once the party reaches Vladmirr and the underwater Darklands route.
Recommended Prepared Spells by Character Level
| Shaman Level | New Spell Access / Focus | Recommended Daily Preparation | Campaign Use |
|---|---|---|---|
| 1 | 1st-level spells Bridge collapse, rescue, first ruins. |
1st: cure light wounds, bless, obscuring mist (Waves spirit) 0: detect magic, guidance, stabilize, create water |
Healing, morale support, mist cover during bridge fights, basic magical investigation. |
| 2 | More 1st-level flexibility. | 1st: cure light wounds, bless, protection from evil, obscuring mist | Use protection from evil when early Darklands influence or summoned threats appear. |
| 3 | 2nd-level spells Better control and underwater prep. |
2nd: lesser restoration, stabilize pressure, fog cloud (Waves spirit) 1st: cure light wounds, bless, obscuring mist |
Pressure safety begins. fog cloud and obscuring mist define her battlefield style. |
| 4 | 2nd-level utility expands. |
2nd: neutral buoyancy, lead anchor, lesser restoration, fog cloud 1st: cure light wounds, bless, protection from evil |
neutral buoyancy helps allies function underwater; lead anchor pins enemies or forces them to fight the terrain. |
| 5 | 3rd-level spells Black Glass Peak / sea-stack investigation. |
3rd: pressure adaptation, life current, water breathing 2nd: neutral buoyancy, lead anchor, stabilize pressure 1st: cure light wounds, obscuring mist |
This is the first level where Shulassa feels like a true deep-sea expedition caster. |
| 6 | More 3rd-level endurance. |
3rd: pressure adaptation, life current, dispel magic, water breathing 2nd: neutral buoyancy, lead anchor, lesser restoration |
Add dispel magic for cursed carvings, pirate wards, and corrupted excavation sites. |
| 7 | 4th-level spells Vladmirr, submersible recovery, first abyssal dives. |
4th: freedom of movement, wave form 3rd: pressure adaptation, life current, dispel magic 2nd: neutral buoyancy, lead anchor |
wave form is her emergency repositioning spell. freedom of movement solves grabs, nets, weeds, and hostile currents. |
| 8 | 4th-level tactical control. |
4th: freedom of movement, wave form, control water 3rd: pressure adaptation, life current, water breathing |
control water becomes a terrain spell for docks, flooded vaults, sea caves, and sabotage missions. |
| 9 | 5th-level spells Deep route through the Razored Labyrinth. |
5th: true seeing, commune, ice storm (Waves spirit, if used) 4th: freedom of movement, wave form, control water 3rd: pressure adaptation, life current |
Use divination to read ancient routes, verify false charts, and detect illusion-shrouded passages. |
| 10 | 5th-level survivability and answers. |
5th: breath of life, true seeing, commune 4th: freedom of movement, wave form, control water |
At this tier, she becomes the party’s emergency recovery and “ask the deep” caster. |
| 11 | 6th-level spells Underwater Darklands threshold. |
6th: heal, find the path, cone of cold (Waves spirit, if used) 5th: breath of life, true seeing 4th: freedom of movement, wave form |
find the path is extremely important once the party begins matching the underwater map to real tunnels. |
| 12 | 6th-level expedition magic. |
6th: heal, find the path, dispel magic, greater 5th: breath of life, commune, true seeing |
Use greater dispel magic against ancient wards, excavation engines, and abyssal ritual anchors. |
| 13 | 7th-level spells Deep Darklands / Spawn conspiracy revealed. |
7th: greater restoration, resurrection, control weather (Waves spirit, if used) 6th: heal, find the path, greater dispel magic 5th: breath of life, true seeing |
Major expedition leader tier. She can now reverse catastrophic conditions and help shape the final approach. |
| 14 | 7th-level final expedition loadout. |
7th: greater restoration, resurrection, control weather 6th: heal, find the path, greater dispel magic 5th: breath of life, commune, true seeing 4th: freedom of movement, wave form |
Final tunnel collapse / spawning-ground sabotage kit: navigation, restoration, healing, weather control, and anti-magic utility. |
Aquatic Spell Reference for Shulassa
| Spell | Shaman Level | Why Shulassa Prepares It |
|---|---|---|
| Stabilize Pressure | 2nd | Emergency pressure adjustment. Useful when hulls rupture, allies are dragged deeper, or chambers rapidly flood. |
| Neutral Buoyancy | 2nd | Lets allies move vertically underwater and hold position while using weapons, tools, or the Apparatus of the Octopus. |
| Lead Anchor | 2nd | Excellent underwater control spell. Makes buoyant creatures sink and can force enemies into dangerous terrain or away from escape routes. |
| Pressure Adaptation | 3rd | Core deep-diving spell for abyssal descent, volcanic tunnels, and Darklands pressure shifts. |
| Life Current | 3rd | Turns a current into healing support for living allies. Very thematic in locathah sacred waters and undersea ruin fights. |
| Unlife Current | 3rd | Prepare only if undead allies or undead enemies become important. It reverses the feel of life current. |
| Wave Form | 4th | Emergency mobility, line repositioning, and escape from surrounds. Especially strong in flooded tunnels. |
Recommended Spell Themes by Arc
| Arc | Levels | Spell Emphasis |
|---|---|---|
| Kridorfrost Bridge | 1–3 | Healing, fog cover, detection, restoration, pressure emergency magic. |
| Kridorn / Citadel Allatro / Black Glass Peak | 4–6 | Underwater travel, pressure survival, buoyancy control, anti-pirate battlefield control. |
| Ninshabur and the Lost Map | 6–8 | Divination, restoration, map interpretation, protection against curses and ancient wards. |
| Vladmirr and the Apparatuses | 7–9 | Pressure adaptation, repair-support magic, control water, freedom of movement, wave form. |
| Underwater Darklands Descent | 10–14 | Heal, find the path, true seeing, commune, greater dispel magic, restoration, control weather. |
Preparation Notes
- Always prepare at least one pressure spell once the party begins underwater exploration.
- Life Current is strongest when the battlefield already has a current, channel, trench, or flooded corridor.
- Lead Anchor is a control spell, not just a penalty spell. Use it to drop enemies into hazards or prevent ascent.
- Wave Form is Shulassa’s signature “the ocean moves through me” spell and should be highlighted in play.
- Find the Path becomes central once the party has the underwater map but must match it to active tunnels.
Rules reminder: Shaman is a prepared caster. This progression is a recommended default loadout, not a fixed spells-known list. Adjust daily preparations for weather, pressure, undead, pirates, or Darklands hazards.